LAST UPDATE: 3/18/2026
Conquer modular dungeons and thrive in this player-driven MMORPG with our essential automation. Features include a potent Kill Aura, comprehensive ESP for both mobs and players, and Auto Attack Mobs for effortless combat. Auto Enter Door and Auto Retry Match streamline your dungeon runs. A Walkspeed Modifier ensures swift navigation. Available as both NO KEY and KEY REQUIRED versions to explore classes, form guilds, and obtain the best gear.
Game link: Levelbound
Table of Contents
List of working Levelbound scripts:
Levelbound script – (Seisen Hub)
Script functions:
- Kill Aura – Damages all nearby enemies automatically.
- ESP – Highlights enemy positions, items, and objectives through walls.
- Auto Enter Door – Automatically enters dungeon doors when available.
- Auto Retry Match – Automatically restarts the dungeon upon failure.
- Auto Attack Mobs – Continuously attacks nearby enemies.
- Walkspeed Modifier – Adjusts your character’s movement speed.
- ESP Players – Reveals other player positions, health, and distance through walls.
KEY SYSTEM
loadstring(game:HttpGet("https://api.junkie-development.de/api/v1/luascripts/public/8ac2e97282ac0718aeeb3bb3856a2821d71dc9e57553690ab508ebdb0d1569da/download"))()Expand
Rob666 – Semi Working
NO KEY
local Rayfield = loadstring(game:HttpGet("https://sirius.menu/rayfield"))()
local Window = Rayfield:CreateWindow({
Name = "LevelBound Helper",
LoadingTitle = "Initializing...",
LoadingSubtitle = "Rayfield UI",
ConfigurationSaving = {
Enabled = true,
FolderName = "LevelBound",
FileName = "Config"
}
})
local Players = game:GetService("Players")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Workspace = game:GetService("Workspace")
local player = Players.LocalPlayer
local character = player.Character or player.CharacterAdded:Wait()
local hrp = character:WaitForChild("HumanoidRootPart")
local humanoid = character:WaitForChild("Humanoid")
local AttackRemote = ReplicatedStorage:WaitForChild("Events"):WaitForChild("AttackV2")
local SETTINGS = {
RANGE = 20,
DAMAGE_TIMES = 15,
ATTACK_INTERVAL = 0.15,
DEFAULT_WALKSPEED = 16,
BOOSTED_WALKSPEED = 30
}
-- PVP pressure system to looks legit in INVASION
local PRESSURE_SETTINGS = {
ENABLED = false,
RANGE = 20,
LOW_HEALTH_THRESHOLD = 0.85,
CRITICAL_HEALTH = 0.60,
MAX_EXTRA_HITS = 3,
INTERVAL = 0.10
}
local combo1, combo2 = 1, 1
local WalkSpeedEnabled = false
local AutoAttackEnabled = false
local function onCharacterAdded(char)
character = char
hrp = char:WaitForChild("HumanoidRootPart")
humanoid = char:WaitForChild("Humanoid")
humanoid.WalkSpeed = WalkSpeedEnabled and SETTINGS.BOOSTED_WALKSPEED or SETTINGS.DEFAULT_WALKSPEED
combo1, combo2 = 1, 1
end
player.CharacterAdded:Connect(onCharacterAdded)
local function advanceCombo()
combo1 += 1
if combo1 > 3 then
combo1 = 1
combo2 += 1
if combo2 > 3 then
combo2 = 1
end
end
return combo1, combo2
end
local function performAutoAttack()
while true do
if AutoAttackEnabled and hrp then
for _, mob in ipairs(Workspace.Characters:GetChildren()) do
if not mob:IsA("Model") then continue end
if string.find(mob.Name, "%(NPC%)") then continue end
local mobHRP = mob:FindFirstChild("HumanoidRootPart")
local mobId = mob:GetAttribute("ID")
if not mobHRP or not mobId or mobId < 0 then continue end
if (mobHRP.Position - hrp.Position).Magnitude <= SETTINGS.RANGE then
for i = 1, SETTINGS.DAMAGE_TIMES do
local c1, c2 = advanceCombo()
AttackRemote:FireServer(c1, c2, { mobId })
end
end
end
end
task.wait(SETTINGS.ATTACK_INTERVAL)
end
end
task.spawn(performAutoAttack)
local function getPressureTargets(range)
local targets = {}
for _, model in ipairs(Workspace.Characters:GetChildren()) do
if not model:IsA("Model") then continue end
if model == character then continue end -- never self in case they use this as detection
local hum = model:FindFirstChildOfClass("Humanoid")
local mhrp = model:FindFirstChild("HumanoidRootPart")
local mobId = model:GetAttribute("ID") -- keep ID for attacks to filter
if hum and hum.Health > 0 and mhrp and mobId then
if (mhrp.Position - hrp.Position).Magnitude <= range then
table.insert(targets, model)
end
end
end
return targets
end
task.spawn(function()
while true do
if PRESSURE_SETTINGS.ENABLED and humanoid and hrp then
local healthRatio = humanoid.Health / humanoid.MaxHealth
print("[Pressure] Health Ratio:", healthRatio)
if healthRatio <= PRESSURE_SETTINGS.LOW_HEALTH_THRESHOLD then
local targets = getPressureTargets(PRESSURE_SETTINGS.RANGE)
print("[Pressure] Nearby targets found:", #targets)
if #targets > 0 then
-- determine extra hits
local extraHits = 3
if healthRatio <= PRESSURE_SETTINGS.CRITICAL_HEALTH or #targets >= 2 then
extraHits = PRESSURE_SETTINGS.MAX_EXTRA_HITS
end
print("[Pressure] Extra hits set to:", extraHits)
for _, mob in ipairs(targets) do
local mobId = mob:GetAttribute("ID")
if mobId then
print("[Pressure] Attacking mob ID:", mobId)
for i = 1, extraHits do
local c1, c2 = advanceCombo()
print(string.format("[Pressure] FireServer -> Combo: %d, %d, MobID: %s (Hit %d/%d)", c1, c2, tostring(mobId), i, extraHits))
AttackRemote:FireServer(c1, c2, { mobId })
task.wait(PRESSURE_SETTINGS.INTERVAL)
end
else
print("[Pressure] Skipping mob (no ID):", mob.Name)
end
end
else
print("[Pressure] No targets in range")
end
else
print("[Pressure] Health above threshold, skipping")
end
end
task.wait(PRESSURE_SETTINGS.INTERVAL)
end
end)
task.spawn(function()
while true do
if humanoid then
humanoid.WalkSpeed = WalkSpeedEnabled and SETTINGS.BOOSTED_WALKSPEED or SETTINGS.DEFAULT_WALKSPEED
end
task.wait(0.1)
end
end)
local CombatTab = Window:CreateTab("Combat", 4483362458)
CombatTab:CreateToggle({
Name = "Auto Attack Mobs",
CurrentValue = false,
Flag = "AutoAttack",
Callback = function(state)
AutoAttackEnabled = state
end
})
CombatTab:CreateToggle({
Name = "WalkSpeed 30",
CurrentValue = false,
Flag = "WalkSpeedToggle",
Callback = function(state)
WalkSpeedEnabled = state
end
})
CombatTab:CreateToggle({
Name = "Semi Legit PVP Aura",
CurrentValue = false,
Flag = "PressureCombat",
Callback = function(state)
PRESSURE_SETTINGS.ENABLED = state
end
})
local VisualTab = Window:CreateTab("Visuals", 4483362458)
local Tower = Workspace:WaitForChild("Tower")
local ESPStates = {
Chest = false,
SecretChest = false,
Ruby = false,
GoldBag = false,
ChallengeRug = false,
}
local ESPColors = {
Ruby = Color3.fromRGB(220, 20, 60),
GoldBag = Color3.fromRGB(255, 0, 255),
}
local ActiveHighlights = {}
local function removeESP(obj)
local h = ActiveHighlights[obj]
if h then
h:Destroy()
ActiveHighlights[obj] = nil
end
end
local function bindChestColor(model, highlight)
local bound = false
local conn
local function bind(mesh)
if bound then return end
bound = true
highlight.FillColor = mesh.Color
mesh:GetPropertyChangedSignal("Color"):Connect(function()
if highlight.Parent then
highlight.FillColor = mesh.Color
end
end)
if conn then conn:Disconnect() end
end
for _, part in ipairs(model:GetDescendants()) do
if part:IsA("MeshPart") and (part.Name == "Up" or part.Name == "Down") then
bind(part)
return
end
end
conn = model.DescendantAdded:Connect(function(part)
if part:IsA("MeshPart") and (part.Name == "Up" or part.Name == "Down") then
bind(part)
end
end)
highlight.FillColor = Color3.fromRGB(255, 215, 0)
end
local function applyESP(obj)
if ActiveHighlights[obj] then return end
if not ESPStates[obj.Name] then return end
local highlight = Instance.new("Highlight")
highlight.Name = "ESPHighlight"
highlight.OutlineColor = Color3.new(1, 1, 1)
highlight.FillTransparency = 0.35
highlight.OutlineTransparency = 0
highlight.Adornee = obj
highlight.Parent = obj
ActiveHighlights[obj] = highlight
if obj.Name == "Chest" or obj.Name == "SecretChest" then
bindChestColor(obj, highlight)
else
highlight.FillColor = ESPColors[obj.Name]
end
end
local function scanTower()
for _, obj in ipairs(Tower:GetDescendants()) do
if ESPStates[obj.Name] and (obj:IsA("Model") or obj:IsA("BasePart")) then
applyESP(obj)
elseif ActiveHighlights[obj] then
removeESP(obj)
end
end
end
Tower.DescendantAdded:Connect(function(obj)
if not (obj:IsA("Model") or obj:IsA("BasePart")) then return end
if not ESPStates[obj.Name] then return end
task.defer(function()
if obj.Parent then
applyESP(obj)
end
end)
end)
Tower.DescendantRemoving:Connect(removeESP)
VisualTab:CreateToggle({
Name = "Chest ESP (Rarity Based)",
CurrentValue = false,
Callback = function(state)
ESPStates.Chest = state
ESPStates.SecretChest = state
scanTower()
end
})
VisualTab:CreateToggle({
Name = "Ruby ESP",
CurrentValue = false,
Callback = function(state)
ESPStates.Ruby = state
scanTower()
end
})
VisualTab:CreateToggle({
Name = "GoldBag ESP",
CurrentValue = false,
Callback = function(state)
ESPStates.GoldBag = state
scanTower()
end
})
local MiscTab = Window:CreateTab("MISC", 4483362458)
local IgnoreRaycast = Workspace:WaitForChild("IgnoreRaycast")
local Tower = Workspace:WaitForChild("Tower")
local CampfireTPEnabled = false
local CampfireHitboxes = {}
local function registerCampfire(obj)
if obj:IsA("Model") and obj.Name == "Campfire" then
local hitbox = obj:FindFirstChild("Hitbox", true)
if hitbox and hitbox:IsA("BasePart") then
CampfireHitboxes[hitbox] = true
end
end
end
for _, obj in ipairs(IgnoreRaycast:GetDescendants()) do
registerCampfire(obj)
end
local startRoom = Tower:FindFirstChild("StartRoom")
if startRoom then
for _, obj in ipairs(startRoom:GetDescendants()) do
registerCampfire(obj)
end
end
IgnoreRaycast.DescendantAdded:Connect(registerCampfire)
if startRoom then
startRoom.DescendantAdded:Connect(registerCampfire)
end
task.spawn(function()
while true do
if CampfireTPEnabled and hrp then
for hitbox in pairs(CampfireHitboxes) do
if hitbox and hitbox.Parent then
hitbox.CFrame = hrp.CFrame
else
CampfireHitboxes[hitbox] = nil
end
end
end
task.wait(0.5)
end
end)
MiscTab:CreateToggle({
Name = "Campfire Hitbox TP",
CurrentValue = false,
Flag = "CampfireTP",
Callback = function(state)
CampfireTPEnabled = state
end
})
local BellTPEnabled = false
local IgnoreRayTPEnabled = false
local TrackedObjects = {}
local function sizeMatches(part, targetSize)
local tolerance = 0.01
return math.abs(part.Size.X - targetSize.X) < tolerance
and math.abs(part.Size.Y - targetSize.Y) < tolerance
and math.abs(part.Size.Z - targetSize.Z) < tolerance
end
local function breakPartWelds(part)
for _, obj in ipairs(part:GetChildren()) do
if obj:IsA("Weld")
or obj:IsA("WeldConstraint")
or obj:IsA("Motor6D") then
obj:Destroy()
end
end
end
local function register(obj)
if obj:IsA("BasePart")
and obj.Name == "Hitbox"
and obj.Parent
and obj.Parent.Name == "Bell" then
TrackedObjects[obj] = "Bell"
end
--Ground Heal
if obj:IsA("BasePart")
and obj.Name == "Hitbox"
and sizeMatches(obj, Vector3.new(1.5, 24, 24)) then
TrackedObjects[obj] = "IgnoreRayHitbox"
end
end
for _, obj in ipairs(IgnoreRaycast:GetDescendants()) do
register(obj)
end
IgnoreRaycast.DescendantAdded:Connect(register)
task.spawn(function()
while true do
if hrp then
for obj, objType in pairs(TrackedObjects) do
if obj and obj.Parent then
breakPartWelds(obj)
if objType == "Bell" and BellTPEnabled then
obj.Anchored = true
obj.CanCollide = false
obj.Size = Vector3.new(20, 20, 20)
obj.CFrame = hrp.CFrame
elseif objType == "IgnoreRayHitbox" and IgnoreRayTPEnabled then
obj.Anchored = true
obj.CanCollide = false
obj.Size = Vector3.new(22, 22, 22)
obj.CFrame = hrp.CFrame
end
else
TrackedObjects[obj] = nil
end
end
end
task.wait(0.1)
end
end)
MiscTab:CreateToggle({
Name = "Bell TP",
CurrentValue = false,
Flag = "BellTP",
Callback = function(state)
BellTPEnabled = state
end
})
MiscTab:CreateToggle({
Name = "Ground HealTP",
CurrentValue = false,
Flag = "IgnoreRayTP",
Callback = function(state)
IgnoreRayTPEnabled = state
end
})
local IgnoreFolder = workspace:WaitForChild("IgnoreRaycast")
local REMOVE_NAMES = {
FireThrower = true,
LiftingLava = true
}
local removeRunning = false
MiscTab:CreateToggle({
Name = "Remove Flamethrower / Lava",
CurrentValue = false,
Flag = "RemoveIgnoreRaycastHazards",
Callback = function(state)
removeRunning = state
if state then
task.spawn(function()
while removeRunning do
for _, obj in ipairs(IgnoreFolder:GetChildren()) do
if REMOVE_NAMES[obj.Name] then
obj:Destroy()
end
end
task.wait(0.2) -- safe interval
end
end)
end
end,
})
--Notifier for invasion
local HighestTowerRoom = 0
local function getRoomNumber(obj) return tonumber(obj.Name) end
local function updateHighestTowerRoom(num)
if num > HighestTowerRoom then
HighestTowerRoom = num
Rayfield:Notify({ Title="Tower Progress", Content="Reached Room "..HighestTowerRoom, Duration=4 })
end
end
-- Initial & live updates
for _, room in ipairs(Tower:GetChildren()) do
local num = getRoomNumber(room)
if num then updateHighestTowerRoom(num) end
end
Tower.ChildAdded:Connect(function(room)
local num = getRoomNumber(room)
if num then updateHighestTowerRoom(num) end
end)
Rayfield:Notify({
Title = "Loaded",
Content = "Menu initialized successfully.",
Duration = 5,
Image = 4483362458
})Zagan Hub
KEY SYSTEM
loadstring(game:HttpGet("https://api.jnkie.com/api/v1/luascripts/public/99edc3f0f529d00bad032b0de57ba098d773cee258df4dc5254078f24b59a202/download"))()by Executioner
KEY SYSTEM
loadstring(game:HttpGet("https://pastefy.app/wRKPumux/raw"))()Rob Hub
KEY SYSTEM
loadstring(game:HttpGet('https://raw.githubusercontent.com/artas01/robscript/refs/heads/main/loader.lua'))()How to use scripts?
- Copy the script and paste it into any executor. (Delta, Solara, Arceus X, Fluxus, Synapse X)
- Click execute.
- The script is working!
Warning:
- Use the script on alt accounts.
- We are not responsible for your use of scripts.
- You should be prepared that the script may not work.
FREQUENTLY ASKED QUESTIONS:
Do I need to buy scripts?
No, all scripts are either completely free or have a light key system with ads.
The script is not working, what should I do?
We update and check the scripts every week. Try using a different script.





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